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The Fable of Mythrian

The Fable of Mythrian – Book 1

Synopsis
Deep in the heart of every human is the potential of good or evil; the continuous battle that rages within ourselves and that which we give out to the rest of the world. When the scales of life are tipped in one direction, then the other has to re-gain its ground. A time comes when those unknown are called to fulfil their destiny. They do not always accept the call nor do they see themselves as heroes. But through these troubled minds, one will make a stand. That one is Mythrian and in his hands, he must decide the fate of those on both sides, between good and evil. It was not his choice, it was his destiny. And now it must be fulfilled.

The Fable of Mythrian – Book 2

Synopsis
With the rise of Lore out of the fires of Siren's Gore, Mordryd and his new disciple commence their war against the Kingdom of Aedorn. Mythrian had sensed this danger through his markings, which reacted to Lore's resurrection, however he has few allies who can help him in a Kingdom that is at war with itself.

King Elgrator, who rules from the capital of Hierheldon, is blaming the growing attacks on his lands on the Halflings, who live in numerous groups outside the Kingdom. Blinded by this, he fails to recognise the growing presence of Lore's forces entering his land and causing havoc to his people. Lacking any support or trust, his own soldiers are wavering in their loyalty.

There are those within his hierarchy who realise that this evil may be closer than they realise – maybe within their own capital. When they hear of the young conjurer, Mythrian, who believes he holds the key to defeating this evil, they join forces to thwart the curse that has blinded them all in this chaotic period and push the legions of evil back to the lands from whence they came.

A new war has begun and with it a greater threat than ever before.

See the map of the Western Kingdom and Regions



Map of the Western Kingdom and Regions

  1. Cronian Valley – the most north-western of all provinces in the kingdom. Covered by a valley that sweeps the region. The habitat on the eastern side next to the town of Hamlynstone is flat, green grassland, whereas the western side near the sea is muddy and boggy.

  2. Lochrian Plain – One of the smallest regions in the kingdom, it holds the villages of Hamlynstone and Anthelstone on its western border. It is mainly covered in well cut, green grassland all over.

  3. Wild Woods of Anthelstone – Stretching out from the western coast is the woods of Anthelstone which have been known to hold witches within.

  4. Yeden’s Stryding – Lowland that is often flooded by the seas in the colder months. It holds two settlements; Hierheldon a huge fort controlling all northern activity and Armyn; where many of the kingdom’s weapons and armour and other equipment are stored. When the area is flooded by the seas, the settlements are cut off on small islands.

  5. Arlyne’s Drift – Broken up by the large lake, known as Gyda’s pass; the land to the west is boggy and marshy, whereas the large area of land to the east is covered in fertile and lush grassland. In the grassland area, there are three settlements, Fayrmayden, to the north–west of that is Arlandyne and the third, located by the coast, is the settlement of Lingarde, which ships in food from the sea. 

  6. Hills of Twyndall – The Hills of Twyndall hold within their mountains, caverns full of crystals, which have been used by apprentices and soldiers as they hold magical content.

  7. Gyda’s Pass – A large lake that has drifted in from the Northern Ocean. It separates Arlyne’s Drift between a boggy side to the west and open grassland to the east.

  8. Everlyn – The heart of the Kingdom which holds Hagenherde, the capital of the Kingdom. It holds grass roots like the Lochrian plain and Arlyne’s Drift, the grass is well preserved and kept under good condition.

  9. Pacian’s Roam - Holding the settlement of Helianthe, the region is compromises both arable and rich grassland land. It carries on north to the Cronian valley and separates the Lochrian plain from the woods of Anthelstone. As the apprentices find on there journey to Helianthe, it holds many apple orchards which follow south into Cygnia.

  10. Earian’s Path – Earian is covered much by arable plains which join onto Pacian’s Roam to the north and Cygnia to the east. Its west coast is covered in sandy beaches as the land drops heavily to the coast. It holds Earyth which is a quiet village where most of the villagers are farmers.

  11. Cygnia – Considered the central region in the western kingdom, it has both arable and grassland regions, with the later joining onto the roots of Everlyn to the north as well as the dry grassland south to the flats of Llylandra. It holds three settlements: Avalin, where Mythrian has his tournament; Tharamond, a quiet secluded settlement used as a retreat from life back at home and Calderon, which is where all the western settlements use as a town to buy and sell all there trade and goods. Calderon also has a Guild for Apprentices.

  12. Lythfield Pastures – Another mostly arable region. It holds three settlements, one, Oysthian, which is a southern fishing village, the southern equivalent of Lingarde to the north. There is also Amynthian which borders on the wetland region and Shyreham, which is a farming village like Earyth.

  13. Ludlynn’s Fields – Just holding the one settlement of Thyme, another farming village. Like Earian’s Path it is arable but slopes down to the Ocean where there is a long beach. Some of the dry grassland from the flats of Llylandra crawls in from the east.

  14. Flats of Llylandra – A long stretch of low ground used primarily for crops, which goes from the border of Cygnia to the southern border of the Kingdom. Looking across the land, the many crop fields give it an amber glow. It is separated by the grassland areas east by the Median Border. They often trade there crop foods for fruits from the farming villages further west. The five settlements are from north to south; Alchander, Aspia, Media, Emeryn and to the west of the former settlement, Kyne. Aspia and Emeryn both hold Guilds for apprentices.

  15. Plains of Terchia – Terchia is quite an overgrown and in some areas, quite desolate. The region used to hold quite a few old settlements and much of the land where the settlements used to be, is broken and has stuttered in its re-growth.  It is mainly around the borders of the region where the land is more open and clear. The main settlement is Falstone which has had a lot of work on it and the area around it to make it stand out as one of the most attractive and wealthiest settlements in the kingdom. Rhone to the south of the region is a settlement which acts as a mini fort to protect the south.

  16. Old Kingdom Capital of Aemenia – Once the pride of the old Kingdom in Aedorn’s time, like Hagenherde is the people present. Nobody visits the old site, leaving the past to the past and as such, through its destruction, the region is cold and empty. A small area of the region to the west is covered in grassland, but much of it has been burned and has stunted its re-growth. Many of the ruins of its old Capital, Aemenia still stand.

  17. Calerian Domain – Covered in Grassland like most of the eastern regions. It has richer, lush grassland to the north-east which continues into Accorian’s stretch and Arlyne’s Drift. South-west, it is more darker and overgrown, where it leads into Aprinia. It has one settlement, which bares the same name as the region, Calerian and is situated next to a forest, being primarily, like Gaidenhead and Thyreian, a settlement full of woodsmen using the nearby forest for work.

  18. Accorian’s Stretch – Running alongside the Atlian Mountains, this region is covered in fresh, open grassland from north to south. Near the south, the Great Kingdom Wall separates it form the Valley of Kendral, whose mountains touch just short of the Kingdom walls. There are two settlements; Dymanthia to the north and Diademah to the south.

  19. Protea – Known as the entrance to the Kingdom of Aedorn, Protea is a mixture of grasslands, similar to that in the Calerian Domain. Its only settlement is Ledathorn, which is similar to Hamlynstone in being a quiet, peaceful region with little activity.

  20. Aprinia – This region is covered mainly in rough grasslands all over, except to the south where some of the light green fields of Iriel cross over the region boundary. The only settlement in Aprinia is Alvocanen, the fort of magic and enlightenment. IT borders next to the peaks of Dwyer’s Rise.

  21. The Land of Iriel – Iriel is covered in unnaturally light, pale green grassland which carries on through to Maison’s Graze to the south-west. It also holds the two biggest forests in the Kingdom, Emble Forest and The Greens of Iriel, though the latter is more broken up with many short greens as the title suggests. The two settlements are Eyre, which sits next to the Green of Iriel, which is mainly a farming village, the other being Gaidenhead, which sits by Emble Forest and is used by woodsmen.

  22. The Greens of Iriel – Bordered by small forests, the greens of Iriel is one of the most secluded places in the entire Kingdom.

  23. The Great Kingdom Wall – A giant wall, running from the Atlian Mountains to the north to Ynyr’s Range, deep to the south. It is thirty-five feet high and fifteen feet dense.

  24. The Atlian Mountains – A pinnacle mountain range, dwarfing many of the other range and mountains in the Kingdom. The Fort of Altarmein sits on top of it. It has few people residing init, acting more as a lookout for enemy sightings, however it is capable of holding a big army.

  25. Kingdom Border – – Cutting across Lyllian’s Gaze to the north and Lyndale and Maison’s Graze to the south, the border is more a boundary given to the people where the land is out of their protection.

  26. Lyllian’s Gaze – A big area of Grassland, only used by the nearby settlement of Altarmein, it goes from the Atlian Mountains to the Kingdom border.

  27. Amblynn Down’s – A land that stretches quite far away from the border, though the two settlement, Cathelcairn and Thyreian are inside the boundary, the land is predominately grassland, but it’s forests have an unusual red, autumn colour to there leaves and the fruits are of a red, orange colour as well.

  28. Dwyer’s Rise – Situated in the region of Aprinia, Dwyer’s rise forms around the south-east of the fort of Alvocanen. It is quite a tightly packed series of mountains, with flat tops, almost like a valley. It has grass on top of its flat areas.

  29. Emble Forest – The largest forest in the Western Kingdom; it is often in use by the nearby settlement and its woodsmen. It is quite a dark forest despite being in the light green lands of Iriel. It holds the strongest wood in the kingdom, which makes it the most valuable forest in the land.

  30. Forests Of Calerian – Like Emble Forest, a forest used by the nearby settlement of Calerian for timber. It’s trees are more thinner, good for making bows for archers.

  31. Hollman’s Hollow – A big forest, bigger than any in the western kingdom, Hollman’s Hollow has been taken up by bandits. Greedy men, who after Ajia’s disappearance formed a band to live outside the kingdom under their own rule. Criminals or people who had committed bad deeds often go there to join, being in large, safe numbers and out of reach of the western kingdom. Before anyone knew bandits occupied the forest, woodsmen had travelled to the forest to start work on it, but they were all killed and as such, nobody enters the forest, other than those who call themselves bandits.

  32. Eidoros Mountains – A pinnacle mountains range, north of the enchantment and the Valley Of Kendral, Eidoros is the range which separates the land of Dremenon and within it, Siren’s Gore from the western Kingdom. Its mountains light up in a violet-indigo colour scheme when caught by the light.

  33. Forests of Beldorn – A large forest which breaks up the northern mountains of the Valley of Kendral and touches the border of the Atlian Mountains and the Great Kingdom Wall. Though the valley of Kendral has forests around the borders of its mountains, Beldorn is bigger, more compact and higher up than the other forests.

  34. Valley Of Kendral (Known to hold Halfling encampment) – A long stretch of land, said to hold many Halfling encampments, it is dwarfed by the long stretch of mountains that run straight from the border of the western Kingdom to the Eastern world. There are trees all around the border of the mountains forming an oval area of patchy grassland in the centre. The Land has never been charted as no human has ever dared enter it.

  35. Outer Borders (Known to hold Halfling encampment) -  Always under watch by the guards on the Great Kingdom wall, the outer borders might look like a area of beautiful open grazing, but it holds Halfling encampment and holds many hidden caverns, thought to be where the evil forces rose from when Draigorn raided the west.

  36. Land of the Enchanters – Sacred land, strictly forbidden for anyone of the western kingdom to cross. It holds the Enchantment, the forest in which the Gods watch over the land they created. It is clear, beautiful grassland all over.

  37. The Enchantment – The home of the gods. A mystical forest where the spirits of the gods lie within each tree; but are run themselves by Ajia, the main god who lives in the biggest tree in the Enchantment.   

  38. Maison’s Graze – A large area of land, situated to the south of the Western Kingdom. Most of the region takes after the Land of Iriel with its light green, lime coloured grass, but to the west, it has arable lands which wrap around the two settlements of Acasia and Bohdenbram. Acasia has a Guild for Apprentices. The other settlement in the region is Aldremayne, home to the arena fort, where heroes battle inside its ring for the entertainment of the crowd who travel great distances to witness the spectacle. The Kingdom border cuts through the region.

  39. (The Lowland) Greens of Lyndale – The land around Lyndale dip surprisingly low for unknown reasons. Because of this the greens from Iriel and Maison’s Graze grow darker the further it stretches into the region.

  40. Misty Moors Of Myrondone – A dark, misty region of land as the name suggests, it is out of the kingdom’s borders, but still Guards go into it, as there is said to be a secret settlement somewhere within it. It sits beside Ynyr’s Range.

  41. South Shields Forest – Separating the Plains of Terchia from Maison’s Graze, the woodland is very compact and very dark. As such, few do not delve too far into this woodland.

  42. Gwynan’s Gorse – A small woodland, close to the village of Avalin which holds competitions for apprentices every year; the forest is quite open, but is never used much by the nearby settlement, or woodsmen on a whole. The witch who follows Mythrian re-casts the giant rock Troll in the forest of Gwynan’s Gorse.

  43. Unnamed Woodland (Where Mythrian is found) – An unnamed woodland to the north of Hamlynstone, sitting at the border of the Cronian Valley, it is where Mythrian, the main character is found by a scout and taken back to Hamlynstone to grow up in the Guild for Apprentices.

  44. The Median Border – A long series of mountains that divide the crop and arable lands of the south-western plains to the grassland roots to the south-east of the Kingdom.

  45. Plateau of Meredyth – Out of the Kingdom boundary, it is a long region which runs from Lyllian’s Gaze all the way to the Eidoros Mountains. To the west, it is mostly grassland, however towards the east, where it wraps around the forest of Hollman’s Hollow, it is muddy and the grassland is broken and poor.

  46. The Rivers of Lynia – A series of lakes which cut through the northern segment of Arlyne’s Drift. The area around is entirely wetland, though there is a long constructed path, leading to the fishing village of Lingarde, which is located near the northern ocean coast.

  47. The Rivers of Estia – Larger than the rivers of to the north, Estia is a series of wetlands which completely dominates, the southern area of Lythfield Pastures. It is a valuable source of water for all the farming settlements in the west.

  48. Emory Forest – A dense forest, situated close to the eastern border of Avalin. Though it is officially under the rights and protection of Avalin, little has been done to preserve its woods and the Forest has been deemed to unsafe for anyone to enter. Mythrian however enters here, to look for the Mayors crown which was last seen in the woods.

  49. The Obelisks of Falstone – A megalithic monument, of great power. The Obelisks were said to have been placed there by Ajia as a place of worship. Those who pray, receive help and guidance from him. The Megaliths themselves also contain crystal, capable of harnessing great power within the site.


Towns and Settlements Map

Here are a list of all the settlement sin the Western Kingdom and how to pronounce them:

1: Hamlynstone; ( Ham-Lin-Stone )

2: Anthelstone; ( An-Tell-Stone )

3: Mignmedia; ( Mine-Med-ia )

4: Hierheldon; ( High-er-Hell-Don )

5: Armyn; ( Ar-Min )              

6: Arlandyne; ( Ar-Lan-Dine )

7: Fayrmaiden; ( Fair-May-Den )

8: Altarmein; ( Ol-Ter-Mine )

9: Cathalcairn; ( Cay-Ful-Care-N )

10: Thyreian; ( The-Re-An )

11: Dymanthia; ( De-Man-The-Uh )

12: Diademah; ( Die-A-De-Ma )

13: Calerian; ( Ca-Leh-Re-an)

14: Tharamond: ( Far-Ra-Mond )

15: Avalin; ( A-Va-Lin)

16: Hagenherde; ( Hay-Gun-Herd )

17: Helianthe; ( Hell-I-An-The )

18: Earyth: ( Eh-Rith )

19: Shyreham: ( Shy-Er-Ham )

20: Calderon; ( Cal-Der-On )

21: Alchander; ( Al-Shan-Der )

22: Aspia; ( As-Spy-Er ) ( Birth place of Aedorn )

23: Media; ( Med-E-A )

24: Amynthian; ( A-Min-The-an )

25: Osythian; ( Oh-See-hun )

26: Thyme; ( Time )

27: Kyne; ( Ki-N )

28: Emeryn; ( Em-Er-In )

29: Acasia; ( A-Kay-C-A )

30: Bohdenbram; ( Bow-Den-Brahm )

31: Aldremayne; ( Al-Dre-May-N )

32: Rhone; ( Row-n )

33: Gaidenhead; ( Gay-Den-Head )  

34: Eyre; ( Air )

35: Falstone; ( Fal-Stone )

36: Alvocanen; ( Al-Vo-Cay-Nen )

37: Ledathorn; ( Lay-Da-Thorn)

38. Aemenia; ( A-Men-Ya )

39. Lingarde; ( Lin-Gar-D )

 


© Ross Daniel Baker, 2011

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